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While looking through #475 it occurred to me that there are a few things about the code that we could simplify that may help with the MacOS rendering issue:
- ~The `in` function parameter modifier …
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### Description
A good addition to threejs would be a raytracing material and raytracing light, For devices that don't have raytracing capabilities, a property like fallbackMaterial could be used to …
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npm start
> three-gpu-pathtracer@0.0.16 start
> cd example && parcel serve ./*.html --dist-dir ./dev-bundle/ --no-cache --no-hmr
Error: No native build was found for platform=win32 arch=x64 run…
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Hello, want to check out the examples, the shader errors occur.
I wonder the reason of those errors.
**Platform:**
- Device: M1 Mac
- OS: Ventura 13.3.1
- GPU: [NVidia ??, Radeon ??,…
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Related to #453
Such as:
https://jsfiddle.net/c2asgdqu/3/
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Hi :)
when rendering interiors, it can be sometimes useful to add "fill lights" to get faster convergence, less noise, and also better illuminate darker spots. However, these lights should not be…
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**Describe the bug**
While passing a glb file to the three-gpu-path tracer the mesh looks wierd
**Expected behavior**
It should load fine
**Screenshots and Repro Model**
Model Link - ht…
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Hello!
Thank you for fastgltf. It's impressive but not open all files from https://github.com/gkjohnson/3d-demo-data.git which use and can open https://github.com/gkjohnson/three-gpu-pathtracer.git
…
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**Describe the bug**
Adding a mesh to a THREE.Scene that uses a THREE.ShaderMaterial on render from three-gpu-pathtracer results in:
Uncaught TypeError: Cannot read properties of undefined …